Topic: MAX Units

+1 Soldier = -1 pop

+1 Wizard = -1 pop

+1 Agent = -1 pop

+1 Fighter = -2 pop (Pilot and co-Pilot)

+1 Bomber = -3  pop (Pilot co-pilot & Bombadier)

+1 Expo = -50 Pop (colonists)

+1 Doid = - 100 Science Points (maybe)


I need to rethink the droid bit, but apart from that I think this would Stop Alot of bullying smile

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Re: MAX Units

and it required attackers to build lq aswell, so they cant hoard RC's only. IF they wanna get big they have to get pop making their con go down.
its a possibility but i think there r plenty of things we need to change first, if ur talking about creating a fair game.

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Re: MAX Units

it would be more realistic this way tongue

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Re: MAX Units

yeah their is tons of stuff needing fixed, but I think this is a pretty good idea and I want to here what people think, if anyone thinks its a bad Idea I wanna know why.

Been dreaming, I've been waiting, To fly with those brave ponies
The Wonderbolts, their daring tricks, Spinning 'round and having kicks
Perform for crowds of thousands, They'll shower us with diamonds
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Re: MAX Units

bad idea cuz you thought of it tongue

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Re: MAX Units

Good idea.

Then I lived.

Re: MAX Units

You'd have to overhaul way too much of the game.

Gettin say 20mil pop (roughly a mid round fleet average if you were to take your calcs) on limited planets would be reasonably hard enough to do when youre balancing morale and research on top of that smile

Would you have a specific building to supply that pop? Would you use LQs? What do pop bankers do for income? Would you have to feed all this pop, and fleet on top of that? If you lose half your planets (the pop) would you lose your fleet also?

Just a few questions that came to mind thinking bout this smile

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Re: MAX Units

I think this is a good idea, maybe work out a few kinks as Poley said, but the concept is very good. I like seeing people come up with new idea's to improve the fairness of the game. smile

9 (edited by xeno syndicated 20-Nov-2011 19:13:24)

Re: MAX Units

If we are to make IC more realistic, such decreasing the population when building fleet (-1 for each soldier, -2 for each fighter, maybe -5 for each bomber, etc.) we should also consider decreasing food each tick according to fleet size: -1/tick for each soldier, -2/tick for each fighter, -5/tick for each bomber, etc..

To compensate then for the increased costs of food and diminished pop-income), I'd suggest the following:

Realistically, when a planet is portalled, pop should be able to move to that planet from around the empire.  The idea is that there would be pop redistribution from planets with port and maxed-out pop to planets with port without maxed-out pop, thereby allowing for increased pop growth to make up the shortfall in income suffered by diminished pop due to building fleet.  The effect could be easily programmed into the game with the following simple equation:

pop growth on a given portalled planet = total pop growth on all portalled planets (including expected pop-growth on maxed-out portalled planets had those planets' pop-growth not been maxed-out) divided by number of portalled planets.

(The increased pop growth would also give a bit more incentive for players to be pop-bankers, which, as far as I know, few players tend to be).

To compensate for increased food costs: just make each farm produce such and such amount of more food (whatever the increased costs would be for the food for fleet costs).

Re: MAX Units

And let me get this straight:

There wouldn't really be a fleet cap, for pop would continue growing.  Or when you say - 1 pop you mean a deduction on total net pop each tick?  If so I totally wouldn't agree with this

Re: MAX Units

i like it. pretty decent.

Just Do It √

Re: MAX Units

I mean that when you build 1 soldier. your pop will go from say 10000 to 9999, but obv due to pop growth that 1 pop will come back nect tick.


so say your pop IS 10000 for example, you can only make a total of 10000 soldiers


I was also thinking maybe a new type of building, like barracks or something. that act a bit like LQ's in the sense they increase your max pop, but instead of just doing that, they store a % of your pop in them so that you can build fleet without having to worry about Running out of pop completely when your making fleet.
You'd also have to maybe start with a couple of these like you do farms.
and maybe make military research increase the effectivness of them.


also yes Farms would need to be Powered up a little to Fix the transaction of pop to fleet.

as for con bonus, this is one of the things I was trying to make more fair. sending in a small guy to infiltrate someones core, then having them at 90%+ con bonus and jumping them like crazy to kill peeps off inside their core?

and morale wouldn't make a difference because as soon as you build your fleet your pop goes down, so you still have the same amount of NW you would normally - a few planets.

and if its worrying you too much, then maybe another fam member could take most of your uneened lanets to lower your NW more after you start building your fleet.
this also means tough fams have 1 less player to help fight against weaker fams.


or something along those lines. I'm not too good at working out how things would actually work. I just know that this would make things much fairer.

Been dreaming, I've been waiting, To fly with those brave ponies
The Wonderbolts, their daring tricks, Spinning 'round and having kicks
Perform for crowds of thousands, They'll shower us with diamonds
The Wonderbolts will see me right here at the Gala!